2D field of view demo

Dev tools

algorithm demo

SHOW HN2016

333points
76comments
#52of 2,264 in 2016
Top 3%of 2016 by points

How HN took it

DebatedReal support and real criticism

9 positive, 7 neutral or asking, 0 mixed, 6 critical, out of 22 comments about the project. Thread score +0.12.

Idea: 5 for, 1 againstExecution: 0 for, 5 againstDocs: 2 for, 0 againstDesign: 1 for, 0 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Well commented code and clear writeup

    From 3 comments
    • The code is very well commented! Great learning resource for anybody interested.
      BasDirks on HN
    • This is really cool, appreciate the demo, source and the writeup. The debug view is beautiful. Great work.
      intruder on HN
    • This looks great. Loved reading the writeup!
      mar_tin on HN
  • Clean visualization and debug view

    From 2 comments
    • This is really cool, appreciate the demo, source and the writeup. The debug view is beautiful. Great work.
      intruder on HN
    • Even with a known algorithm, it can be cool to see a clean visualization of it. OP was clever enough to figure it out, and that's great, but it bugs me some every time I see them…
      khedoros on HN

Objections

  • Algorithm and technique are decades old and already used in classic games

    From 1 comment
    • So... Can anyone explain what is so special or interesting about this? Both the idea and the algorithms are decades old and were already used in the 80s and 90s computer games…
      Artlav on HN

Requests

  • Fix floating-point corner case bugs in rendering

    From 4 comments
    • Got a bug here: http://pasteboard.co/1vhAc3yM.png
      Eun on HN
    • I found a bit of a weird 'bug', where I could get the POV to have a straight edge (rather than the curvature), if it's of any use: http://imgur.com/a/MPzGa
      mrmattyboy on HN
    • I found different bug. Might it be the same issue? https://imgur.com/Rxaq72M
      Scea91 on HN
    • I found a bug http://imgur.com/VDQOT7o
      blastseld on HN

Questions

  • How would the approach change for grid-based obstacles instead of polygons

    From 1 comment
    • Interesting! How much more complicated would it be if the obstacles were not polygons but points on a grid? I've always been curious how the FoV was computed so fast in the…
      MasterScrat on HN

Alternatives named

  • Recursive shadowcasting (roguelikes)

    From 1 comment
    • The algorithm is called "recursive shadowcast" and has long been used in roguelike games. I once implemented a vector adaptation of this algorithm for the groundbreaking non-tile…
      Grue3 on HN
  • Red Blob Games visibility article

    From 1 comment
    • Old (June 2012), but still interesting related article: http://www.redblobgames.com/articles/visibility/
      xabi on HN
  • Eric Lippert shadowcasting series

    From 1 comment
    • Good job OP. I personally found Eric Lippert's 6-part series (and playable Silverlight demo) on the subject fascinating. I didn't notice it referenced in your design document, so…
      sclangdon on HN
  • Shadow mapping via Z-buffer

    From 1 comment
    • This is some interesting work! I was musing about another algorithm to achieve the same effect, as I was reading: * First render the scene in 3D, from the viewer's position,…
      asQuirreL on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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